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zeling_v2/Assets/Scripts/Combat/HitBox.cs
2026-05-12 15:34:08 +08:00

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using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Combat
{
/// <summary>
/// 攻击判定盒。挂载在武器 Prefab 或技能 HitBox Prefab 的子节点上。
/// 直接挂在 Player Prefab 子节点 [HitBoxGround/Up/Down/Air]。
/// Collider2D 需设 IsTrigger = trueLayer = PlayerHitBox 或 EnemyHitBox。
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class HitBox : MonoBehaviour
{
[SerializeField] private DamageSourceSO _defaultSource;
[SerializeField] private float _hitCooldown = 0.1f;
/// <summary>
/// HitBox 标识符,供 PlayerAnimationEvents / EnemyAnimationEvents 按名称精确激活特定判定盒。
/// 留空表示"无 Id";事件 payload 为空时将操作所有 HitBox。
/// </summary>
[SerializeField] private string _id = "";
public string Id => _id;
/// <summary>
/// 对立阵营 HitBox 所在的 Layer 掩码(用于拼刀检测)。
/// Inspector 中将 PlayerHitBox 与 EnemyHitBox 两个 Layer 均勾选。
/// </summary>
[SerializeField] private LayerMask _rivalHitBoxMask;
private DamageSourceSO _currentSource;
private Transform _attackerTransform;
private Rigidbody2D _ownerRigidbody;
private bool _isActive;
private IClashService _clashService;
/// <summary>HitBox 当前是否激活(供 ClashResolver 查询)。</summary>
public bool IsActive => _isActive;
/// <summary>当前 Source 是否携带 CanClash 标记(供 ClashResolver 查询)。</summary>
public bool CanClash => _currentSource != null && _currentSource.Flags.HasFlag(DamageFlags.CanClash);
/// <summary>宿主角色的 Rigidbody2D用于拼刀弹开力计算。</summary>
public Rigidbody2D OwnerRigidbody => _ownerRigidbody;
// 拼刀检测所需的对立层掩码Inspector 配置)
/// <summary>命中确认委托PlayerCombat / EnemyCombat 订阅)。</summary>
public event System.Action<DamageInfo> OnHitConfirmed;
/// <summary>
/// 激活 HitBox。source/attacker 均可选,未传则使用 Inspector 默认值。
/// ⚠️ 不存在 Activate(float duration) 重载。
/// </summary>
public void Activate(DamageSourceSO source = null, Transform attacker = null)
{
_currentSource = source ?? _defaultSource;
_attackerTransform = attacker ?? transform;
_isActive = true;
// 缓存宿主 Rigidbody2D沿父层级向上查找
_ownerRigidbody = _attackerTransform.GetComponentInParent<Rigidbody2D>();
// 每次激活清空当前激活期已命中目标集合(防止连击连段导致同一阶段多次命中目标)
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
public void Deactivate()
{
_isActive = false;
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
/// <summary>仅替换当前 DamageSource不改变激活状态供 PlayerCombat 连击段切换)。</summary>
public void SetDamageSource(DamageSourceSO source)
{
if (source != null) _currentSource = source;
}
private void Awake()
{
// 确保 Collider2D 是 Trigger
var col = GetComponent<Collider2D>();
if (!col.isTrigger)
Debug.LogWarning($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this);
// 缓存 IClashServiceOnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找
_clashService = ServiceLocator.GetOrDefault<IClashService>();
}
private void OnDisable()
{
_isActive = false;
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
private void OnTriggerExit2D(Collider2D other)
{
// 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox环境危险等
// 因有效目标持续流动而无限积累已离场对象。
// 注意_hitThisActivation 刻意保留,确保同一激活期内不重复命中。
_hitCooldownTimers.Remove(other);
}
private void OnTriggerEnter2D(Collider2D other) {
if (!_isActive) return;
if (_currentSource == null)
{
Debug.LogWarning($"[HitBox] {name}: 无 DamageSourceSO跳过命中。", this);
return;
}
// 同一激活期防止对同一 Collider 重复命中(一次攻击每个目标至多命中一次)
if (!_hitThisActivation.Add(other)) return;
if (!CheckCooldown(other)) return;
Vector2 knockDir = ((Vector2)other.bounds.center
- (Vector2)_attackerTransform.position).normalized;
// ⚡ 零 GCstruct 工厂,运行时字段内联传入
var info = DamageInfo.From(
_currentSource,
knockDir,
_attackerTransform.position,
_attackerTransform.gameObject.layer);
// ① 拼刀检测:当前 HitBox 携带 CanClash 标记,且碰到对立阵营的 HitBox 层
int otherLayer = other.gameObject.layer;
bool isRivalHitBoxLayer = (_rivalHitBoxMask.value & (1 << otherLayer)) != 0;
if (isRivalHitBoxLayer && CanClash)
{
var rivalHitBox = other.GetComponent<HitBox>();
if (rivalHitBox != null && rivalHitBox.IsActive && rivalHitBox.CanClash)
{
_clashService?.ResolveClash(this, rivalHitBox);
return; // 拼刀,中止伤害流水线
}
}
// ② 命中 HurtBox
var hurtBox = other.GetComponent<HurtBox>();
if (hurtBox != null)
{
hurtBox.ReceiveDamage(info);
OnHitConfirmed?.Invoke(info);
return;
}
// ③ 命中 IBreakable机关/障碍物)
other.GetComponent<IBreakable>()?.TryInteract(info);
}
// ── 当前激活期已命中目标集合(防止复合子 Collider 导致同帧多次命中)────────────
private readonly HashSet<Collider2D> _hitThisActivation = new(8);
// ── 同目标多帧命中冷却(防止 Trigger 处于重叠状态时重入等殊情导致的连击)──
private readonly Dictionary<Collider2D, float> _hitCooldownTimers = new(8);
private bool CheckCooldown(Collider2D other)
{
float now = Time.time;
if (_hitCooldownTimers.TryGetValue(other, out float last) && now - last < _hitCooldown)
return false;
_hitCooldownTimers[other] = now;
return true;
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
var col = GetComponent<Collider2D>();
if (col == null) return;
// 激活时显示橙色判定框,非激活时显示极淡轮廓
Gizmos.color = _isActive
? new UnityEngine.Color(1f, 0.5f, 0f, 0.55f)
: new UnityEngine.Color(1f, 0.5f, 0f, 0.1f);
Gizmos.DrawCube(col.bounds.center, col.bounds.size);
Gizmos.color = new UnityEngine.Color(1f, 0.5f, 0f, 0.9f);
Gizmos.DrawWireCube(col.bounds.center, col.bounds.size);
}
#endif
}
}